Chris Redfield

Chris is an absolute tank in Marvel vs Capcom 3, with high health and the ability to dish out some serious pain. He has a ton of different moves, both normal and special, that allow him to control the ground better than most other characters in the game. That said, he has a hard time controlling the air due to the lack of any vertical attacks, and doesn't have the best mobility in the game either. He is a fun character to use, but is generally recommended for high level players as he has a very steep learning curve.

Overview

Strengths

Controls the ground very well though use of his grenades and numerous guns.

High health and big damage combos.

Magnum Shot beats virtually every projectile in the game.

Weaknesses

Lacks mobility which makes it hard for him to escape once the opponent rushes him down.

Has a hard time controlling the air or vertical space in general.

Very situational Level 3 Hyper Combo -- not as useful as many others in the game.

Stamina

1,100,000 (Above Average)

Assists

Combination Punch: Chris appears instantly with a one-two punch to the gut. Knocks down the opponent, allowing characters like Storm to combo right into their Hyper Combos.

Grenade Toss: Chris will hop out and quickly toss a Proximity Mine on the ground. Quite useful against aggressive opponents as they will run right into it, allowing you to launch them with S if it hits. - Recommended.

Gameplay

Chris needs an assist to cover him while he tosses out mines such.

Chris is a character who can control the ground very well, but needs the help of an assist such as Haggar's Lariat or Chun-Li's Lightning Legs to cover him while he tosses out grenades and fires off his various guns. He can work well on point to wear down the opponent as they try to get in, or as an anchor of a team as he does pretty well in one versus one battles.

Keep the ground covered with mines as much as possible to keep the other player from advancing.

One of his primary tools for controlling the ground is his grenades. The two you'll get the most mileage out of is his Proximity Mine and the Incendiary Grenades. The Proximity Mine is good for keeping out opponents who like to rush in such as Wolverine, Zero or even Wesker. Combo into S to launch them into the air if they step on the mine!

Keep the opponent pinned in the corner with Incendiary Grenades and the Flamethrower.

The Incendiary Grenades are multi-hit and work well for locking down the opponent, especially in the corner where you can inflict a ton of chip damage by using the Flamethrower (Back + Hard) even if they are blocking. Toss them out continually to keep the ground covered with flames. Alternate between the Proximity Mine and Incendiary Grenades for the best results.

Use the Magnum whenever possible. It's one of the best long range special moves in the game!

While tossing out grenades, don't forget to utilize Chris's Guns as well. From long range his Magnum is your best bet as it beats most projectiles in the game and dishes out a ton of damage. It also acts as an OTG attack, allowing you to shoot downed opponents and continue combos. Firing the Magnum in the air will allow you to shoot down at a 45 degree angle and tag opponents in the corner who are spamming projectiles.

The Shotgun can be tricky to use right off the ground, but it's worth mastering if you want to be a pro with Chris!

His Shotgun is best for attacking from close range, and will keep the opponent pinned down as it inflicts a ton of both block and hit stun when it connects. It's best to fire the Shotgun in the air just as you leave the ground so you can go right into a combo. To do this, input the quarter circle forward motion, and end it in up-forward just as you hit Light. If the shot connects, combo into Crouching Medium.

The Machine Gun is great in the ground or in the air to tag opponents from a distance.

The Machine Gun is useful as well as it comes out pretty quick and travels fullscreen. As mentioned above, the Magnum is usually best for attacking from long range, but the Machine Gun stays active a bit longer. Super Jumping and using the Machine Gun can be effective for attacking opponents on the ground below.

Use the Pistol on downed opponents and call in an assist at the same time to keep the combo going.

Chris can also fire off single pistol shots via his command normals. Down + Hard is arguably the best version to go with as it works well both in the air to interrupts the opponents attacks, and also on the ground as it hits as an OTG attack. After a throw, press Down + Hard to get a bit more damage in, and even call an assist at the same time to start an extended combo.

Duck under incoming projectiles in the Prone Position and tag them with a quick pistol shot.

The Prone Position, which is Down, Down + Hard is effective for avoiding incoming projectiles and beams and allows you to counter attack with a quick pistol shot. This doesn't do a ton of damage but can be quite annoying when used correctly as the opponent will have to adjust their play style to continue their offense.

Finally, Chris has a melee attack, the Combination Punch, which is primarily used in combos. After a Crouching Medium Attack -- which is one of his best close range normals -- combo right into his Light Combination Punch and cancel that right into his Sweep Combo Hyper Combo for pretty solid damage. Not really the best move to use on it's own, so again, make sure your normal attacks are hitting first to make sure it combos.

You'll typically use the Sweep Combo over the Grenade Launcher Hyper Combo but it still has its uses.

As far as his Hyper Combos go, the Grenade Launcher can be useful within combos and also for easy DHCs into your next character. There is also a delay on the second shot, making it a bit tricky if the opponent isn't looking out for it. Generally speaking though, there isn't much of a reason to use the Grenade Launcher over the Sweep Combo due to its relatively slow start up.

Connect the Sweep Combo Hyper Combo anytime you land a Light Combination Punch.

The Sweep Combo will be your go to hyper combo with Chris. It comes out quickly and combos right from the Light Combination Punch, even if the second punch wiffs! This makes it easy to hit confirm into and dishes out decent damage in the process. You can also DHC into many other Hyper Combo just as Chris fires off the last hit from the Missile Launcher.

The Satellite Laser "brings the pain", but can be a little tricky to set up in a combo.

Last but not least is Chris's Satellite Laser Level 3 Hyper Combo. At first glance it will seem somewhat useless as it isn't instant and doesn't hit full screen like many other Level 3 Hyper Combos in the game. That said, it's a key element in dishing out some serious damage if you land the right combo, which you can check out below. Outside of that combo though, you'll have a hard time hitting the opponent with it as you will have to control the sights of the laser manually to hit them each time. It's worth noting that it's possible to control where the laser appears on the screen; hold Light for close range, Medium for mid-screen and Hard for full-screen.